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===Formation=== '''Inquisitorial Henchmen Warband:''' *Requires: **1 Inquisitor of any type, including Unique Characters **1 Acolyte unit **0-1 Ministorum Priests unit **0-1 Crusaders unit **0-6 Daemonhosts units **0-1 Arco-flagellants unit **0-1 Death Cult Assassins unit **0-1 Tech-priest Enginseers unit **0-6 Jokaero Weaponsmiths units **0-1 Astropaths unit *All units/models (excluding the Inquisitor) combine with Acolytes into one large squad. *One Inquisitor from this detachment may generate a Warlord trait even though they are not the Warlord. For the sake of the Warlord trait they count as a Warlord. *Depending on your Inquisitor, you may field an additional unit at cost, with all of the units now sharing the Inquisition Faction rather than their own faction(s): **Ordo Malleus and/or Inquisitor Coteaz may purchase a Grey Knight Terminator Squad. The effectiveness of this squad should be obvious, though unless you choose to Deep-strike them they don't offer much the Inquisition doesn't already have (and for far cheaper) other than 2+ saves. If you do choose to Deep-strike them however, then you should make one of the Acolytes a Mystic to ensure that there is no scatter (remember that this does not work while embarked). Having termies always arrive with perfect accuracy is great, they can serve as a [[DISTRACTION CARNIFEX|nice scare tactic, absorbing fire so your other units have nothing to worry about]] or they can hack apart anyone in melee (and considering how easily Grey Knights can become S6 with 3-4 Attacks each, that shouldn't be an issue). :*Note too that if you give the Inquisitor Terminator Armour he can join the fight right next to the Grey Knights, which could be really useful as the Grimoire of True Names and Empyrean Brain Mines can both take out any Daemons strong enough to tear through the Grey Knights 2+ Armour saves, while his Incinerator can help both with clearing out any enemies he lands near, and Wall of Death'ing anyone who tries to charge the unit. :*Ordo Hereticus and/or Inquisitor Karamazov/Greyfax may purchase an Adepta Sororitas Battle Sisters Squad. The Sisters are a little harder to justify over the Knights, and are better at supporting a shooting force rather than a melee one, even though Hereticus Inquisitors are better suited for melee (their ranged options simply not being as good as the other two Ordo's). If you gave the Inquisitor a Psyocculum and are up against a Psyker-heavy force then they could easily be worth it (especially if the Inquisitor also uses Prescience), a decked-out Sisters squad can also greatly benefit from the mobility provided by a Valkyrie that the Inquisition can provide for them this way, being tough enough not to die to random fire like most of the Inquisition's units, while remaining a better option over a fully loaded up Acolyte squad thanks to their special rules and Act of Faith. ::Alternatively you could station them a little farther ahead than your other squads and let them valiantly die to enemy gunfire and charges (or put them wherever your own force is weak to do so), soaking up a fair amount of damage in the process that could have been used against your other units. If making them martyrs is your plan then keep their loadout minimal, in this role they're likely only going to use their Act of Faith once and even if they don't get it you won't see a big loss. Paying for martyrs to get anything besides more bodies is just a waste of points. ::You could also use them to get extra Rhino's or Immolators, but rather ironically the Sisters' vehicles will benefit your other units a lot more than they will the nuns, most of your other units being better off closing the distance while the Sisters will want to keep away from the enemy. :*Ordo Xenos may purchase a Deathwatch Veterans unit. There's very little point to this, if you ally in the Deathwatch you get Aquila Doctrine, allowing you to re-roll any AP/To Wound roll of 1, whereas if you get the Inquisitor to bring them in you get nothing, aside from them being a part of the Inquisition again (so the only reason you'd do it, is because you care about the fluff). If for whatever reason you're forbidden from taking allies, then this is more of a mulligan than anything else. In that case you'd want to take them, load them up with melee or ranged (whichever fits your preference, although preferably they'd do the opposite of whatever your current Henchman Warband is doing so that all of your bases are covered) and then go to town. If you're going ranged you could try giving them a Chimera or Sororitas Rhino to help close the distance (both of which are more likely to last longer than the Deathwatch's own vehicles) and if you're going melee wise then you should take the Blackstar, or a Land Raider if you know [[Tau|that you're going to be up against a lot of AA]]. **Keep in mind that all units taken "have" the Inquisition faction. As units can have multiple factions and there is no wording indicating otherwise, this means they ''gain'' the Inquisition faction ''without'' losing their own, which is the only reason Dedicated Transports don't quickly become fucked up. *The warband may take a Chimera, Sororitas Rhino, Land Raider (basic, redeemer, or crusader), or Valkyrie as a transport. *Because your allied units are now Inquisition faction, they can start embarked in an allied Inquisition Valkyrie. This is especially helpful for Sisters who otherwise lack a flying transport. *Generally there's no monobuild with the Henchmen Warband, though there are a few things you're going to want to add right off the bat. Get Crusaders or Acolytes with storm shields (the Crusaders are cheaper and better if you take Power Weapons) to take the hits for everyone else, and get a Priest to ensure your unit stays where it is (25 points is a small price to pay for Fearless); remember, the Priest can take an Ecclesiarchy relic, and you can put Daemonhosts in the unit, so the Mace of Valaan is a particularly entertaining choice to consider (although the Litanies of Faith will usually be a better choice, if you're shelling out for a relic at all). **From there you can build off of whatever you want the squad to be doing, get a few Jokaero if you're going shooty (make sure to get at least two monkeys so you can avoid the shit result on their table) and make sure to buff them with the near-mandatory Astropath (always choose Divination so that BS3 doesn't screw you over as hard). This also makes a good bunker to station a shooty Inquisitor in, such as an Inquisitor with a conversion beamer (though be warned that the Jokaero's range buff is actually a nerf in the case of the beamer). If you commit to all 6 monkeys, the entire unit should be designed around the two results you're going for - for example, 36" Rending Storm Bolter Acolytes become an interesting choice at 7 points apiece. ::You could also add a Hereticus Inquisitor with Divination and a Psyocculum if you wanted to skip the Astropath entirely and are up against a Psyker-heavy force (buying the Inquisitor the Psychic Level is only 5 points more than getting the Astropath, and they also get a free force weapon to boot, just in case you get into combat). Coteaz could also be fine if you got the +12" range buff from the Jokaero. A Malleus Inquisitor with a Psycannon could also do well, but that combination eats up a shitload of points and you'd be better off with 2 more Jokaero for your shooty squad. ::Another option is to get a shitload of Acolytes and Boltguns, 10 of them are only 50 points, and if you get the range buff from the Jokaero then 10 Acolytes with Storm Bolters + Prescience (aka what the entire squad was getting in some way anyway) then they can mulch hordes across vast distances (yes, this means you'd not only outrange the Tau with their pulse rifles, but you'd be doing it with better guns). Bear in mind you need all 6 Jokaero to guarantee results, so if you're packing them in a transport you need to keep your Acolyte volume down; if you want more than 7 Acolytes, you'll have to shell out for a Crusader, and that's a ''lot'' of points. :*If you're assaulting then depending on what you're up against you're going to need Death Cult Assassins and/or Arco-flagellants. Death Cults are slightly better against MEQ's (it's a very slight difference), Arco-flagellants are better against everything else except [[Tyranids|Monstrous Creatures with high Toughness and/or high saves]], but if you get into combat with those then the Death Cults weren't going to save you anyway. If you're going melee then as far as Inquisitors go you should stick to Malleus, Xenos, Coteaz and Karamazov. Karamazov's lack of an Invuln save is greatly mitigated by Crusaders; unless buffed by Jokaero Coteaz mainly shines in melee and both the Malleus Inquisitors and the Xenos Inquisitors get better gear than the Hereticus as far as this unit goes (such as a cheaper Thunder Hammer that's also a Force Weapon, or Psychotroke/Rad Grenades/Plasma Syphon). :*Notably there isn't much reason why you'd take an Enginseer; he might come in handy fixing a vehicle and/or in combat but those points are still better spent on another unit, as the Enginseer's role in the warband is limited (and if you really wanted him, you should just ally him in anyway, at least that way he gets the Canticles of the Omnissiah rule and that version's an Independent Character to boot, although that won't let him start the game embarked). The Daemonhosts are also iffy, either being really good or really bad depending on the roll of the dice, but then again they're only 10 points so go for it if you're feeling lucky and have the points to spare (and consider one compulsory if your Priest ''is'' carrying the Mace of Valaan). Just make sure to get a lot of them, as when they finally get that really good roll, you can be rewarded by a fantastic result. Another thing to note is that Inquisitors who choose Sanctic Daemonology might get lucky and get Sanctuary, in which case they can make every Crusader/Acolyte with a storm shield get a 2++ save to effectively make the squad unmovable. :*While not recommended, a ridiculous tactic is to take this unit specifically with the Acolytes, a Chimera, and two Jokaero just so you can pull up to another transport (presumably one looking for a much meatier unit), use the two multi-meltas to burn open the transport (they'll be Snap Firing, as Jokaero are not Relentless, so good luck!), and then the use everything on the Chimera to gun down the exposed occupants. It's a pricey tactic and one that relies on your opponent not knowing what you're doing (it's also easily countered), coming in at 162 points minimum (preferably 172 with the recommended psybolt ammo and storm bolter on the Chimera), but if you're feeling lucky then go ahead and fuck up a Land Raider with it.
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